Zblood v4 [abandoned?]

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Re: Zblood v4

Postby Hasuak » Tue Sep 30, 2008 9:13 am

And increase the jumping height. Caleb was quite an acrobat, even in that new rotten body :D
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Re: Zblood v4

Postby Mortarion » Thu Oct 02, 2008 6:37 am

Zblud is just that, zdoom blood, the engine can only support so much atm, zdaemon even less (why! Wont! You! Update!) Sure, a lot of what's asked for here is possible, but at the same time a good 40% is very much WFDS. The laughing could be done through the same method as doom enhanced gibbage monitor, btw.Feature suggestions are great, but even greater are suggestions on how to do it.
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Re: Zblood v4

Postby Gendo » Sat Oct 18, 2008 3:01 am

why not dump zdaemon compatibility altogether and optionally try to make it skulltag-compatible, huh? :P in any case, just played the original game in dosbox and concluded that ZBlood palette isn't all that terrible but still it (among other things of course) contributes to entirely different game feeling that original's...

edit: disabling texture filtering, dynamic lights, etc. helps a great deal. imo this TC should come with 2 default configuration files so one can easily pick one more suitable for their needs... one it has now and another one for near-original game look.
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Re: Zblood v4

Postby Ceeb » Sat Oct 18, 2008 2:44 pm

Gendo wrote:why not dump zdaemon compatibility altogether and optionally try to make it skulltag-compatible, huh? :P in any case, just played the original game in dosbox and concluded that ZBlood palette isn't all that terrible but still it (among other things of course) contributes to entirely different game feeling that original's...

edit: disabling texture filtering, dynamic lights, etc. helps a great deal. imo this TC should come with 2 default configuration files so one can easily pick one more suitable for their needs... one it has now and another one for near-original game look.


I think we've all swallowed the fact that this isn't going to be a perfect Blood conversion.
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Re: Zblood v4

Postby Gendo » Sun Oct 26, 2008 5:49 am

doesn't mean that it can't be improved still : P
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Re: Zblood v4

Postby NightFright » Thu Oct 30, 2008 5:02 pm

M210 is working on a Blood conversion for the EDuke32 port since March 2008. Since this is based on Build, i.e. Blood's native engine, the results should be much more satisfying.

Forum link: http://forums.3drealms.com/vb/showthread.php?t=30962

The screenshots you can find there look pretty impressive, too. I think this is the last chance of a really decent, if not convincing Windows version for Blood.
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Re: Zblood v4

Postby Gendo » Tue Nov 04, 2008 4:18 pm

i've been looking at that too. seems that now he has a problem with player height, apparently Duke was shorter than Caleb ;) thus levels look bigger than they did in Blood. i hope at least that project succeeds, because the way i see ZBlood evolve doesn't seem right... :(

edit: anyway what's so hard about implementing blood palette? it's been publicly released free of charge, so i guess it's some technical difficulty.
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Re: Zblood v4

Postby Gendo » Mon Nov 17, 2008 1:53 pm

seems like the aforementioned project for EDuke is going well. let's abandon this topic here, though, as we're drifting away from the thread :) *registers on 3dr forum*
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Re: Zblood v4

Postby Hasuak » Mon Nov 17, 2008 3:56 pm

Only thing in adding Blood palette is that, you have to re-import all the graphics after adding the palette. Blood has colours in different places and messes all Doom palette graphics. I actually worked on ZBloodBath long time ago (you can find a topic about it on Blood Transfusion and Postmortem forums), but kinda got bored to it because of that palette problem. If I re-imported all the graphics, I would have to do ALOT of work on renaming spirtes because I messed some naming while extracting from Blood. I still got that file on my computer and copy Decorate stuff into my other projects from it. Maybe I complete it some day. You never know.
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Re: Zblood v4

Postby Gendo » Mon Nov 17, 2008 4:50 pm

i see. do you think better handling of custom palettes would be a good feature suggestion, then?
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Re: Zblood v4

Postby TypeSaucy » Wed Dec 03, 2008 11:39 am

did someone made a blood weapons mod? if not, ima make one with some of these weapons in this mod. :D
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Re: Zblood v4

Postby Hasuak » Wed Dec 03, 2008 4:24 pm

Blood weapons are way too overpowered for original Doom games. Please don't :I
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Re: Zblood v4

Postby Ganryu » Wed Dec 03, 2008 5:14 pm

Hasuak wrote:Blood weapons are way too overpowered for original Doom games. Please don't :I


Overpowered? Damage can always be scaled. Ammo amounts can always be adjusted.

There's no such thing as overpowered, with the possible exception of the Voodoo Doll (which has inifite ammo)
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Re: Zblood v4

Postby Sniper Joe » Wed Dec 03, 2008 9:26 pm

Ganryu wrote:Voodoo Doll (which has inifite ammo)


The rebalanced version in the postmortem levelset doesn't. In fact it's pretty much worthless except for the secondary fire. (which destroys it instantly)
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Re: Zblood v4

Postby Woolie Wool » Wed Dec 03, 2008 9:31 pm

Ganryu wrote:
Hasuak wrote:Blood weapons are way too overpowered for original Doom games. Please don't :I


Overpowered? Damage can always be scaled. Ammo amounts can always be adjusted.

There's no such thing as overpowered, with the possible exception of the Voodoo Doll (which has inifite ammo)

The Voodoo Doll does not have infinite ammo. A stick uses one ammo, the alt-fire 25, and a voodoo doll comes with 100.
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